Exemplo n.º 1
0
    /// <summary>
    /// 物品加入背包
    /// </summary>
    /// <param name="roleId">角色编号</param>
    /// <param name="goodsInType">物品入库类型</param>
    /// <param name="lst">物品列表</param>
    /// <returns></returns>
    public bool Add(int roleId, GoodsInType goodsInType, List <Role_BackpackAddItemEntity> lst, ref List <Role_BackpackItemChangeEntity> changeList)
    {
        changeList = new List <Role_BackpackItemChangeEntity>();

        using (SqlConnection conn = new SqlConnection(DBConn.DBGameServer))
        {
            conn.Open();
            SqlTransaction trans = conn.BeginTransaction(); //开启事务

            for (int i = 0; i < lst.Count; i++)
            {
                List <Role_BackpackItemChangeEntity> lstChange = null;

                bool retValue = Add(trans, roleId, goodsInType, lst[i].GoodsType, lst[i].GoodsId, lst[i].GoodsCount, ref lstChange);
                if (!retValue)
                {
                    trans.Rollback();
                    return(false);
                }
                else
                {
                    changeList.AddRange(lstChange);
                }
            }

            trans.Commit();
            return(true);
        }
    }
Exemplo n.º 2
0
    /// <summary>
    /// 物品加入背包
    /// </summary>
    /// <param name="roleId">物品编号</param>
    /// <param name="goodsInType">物品入库类型</param>
    /// <param name="entity">物品对象实体</param>
    /// <returns></returns>
    public bool Add(int roleId, GoodsInType goodsInType, Role_BackpackAddItemEntity entity, ref List <Role_BackpackItemChangeEntity> changeList)
    {
        List <Role_BackpackAddItemEntity> lst = new List <Role_BackpackAddItemEntity>();

        lst.Add(entity);

        return(Add(roleId, goodsInType, lst, ref changeList));
    }
Exemplo n.º 3
0
 /// <summary>
 /// 物品加入背包
 /// </summary>
 /// <param name="roleId">角色编号</param>
 /// <param name="goodsInType">物品入库类型</param>
 /// <param name="lst">物品列表</param>
 /// <returns></returns>
 public bool Add(int roleId, GoodsInType goodsInType, List <Role_BackpackAddItemEntity> lst, ref List <Role_BackpackItemChangeEntity> changeList)
 {
     return(Role_BackpackDBModel.Instance.Add(roleId, goodsInType, lst, ref changeList));
 }
Exemplo n.º 4
0
    /// <summary>
    /// 物品加入背包
    /// </summary>
    /// <param name="trans">事务</param>
    /// <param name="roleId">角色编号</param>
    /// <param name="goodsInType">物品入库类型</param>
    /// <param name="goodsType">物品类型</param>
    /// <param name="goodsId">物品编号</param>
    /// <param name="goodsCount">本次物品入库的数量</param>
    private bool Add(SqlTransaction trans, int roleId, GoodsInType goodsInType, GoodsType goodsType, int goodsId, int goodsCount, ref List <Role_BackpackItemChangeEntity> changeList)
    {
        Queue <int>            goodsServerIdQueue = new Queue <int>(); //服务器端物品编号的队列
        MFReturnValue <object> retValue           = null;

        changeList = new List <Role_BackpackItemChangeEntity>();
        try
        {
            int goodsServerId = 0;
            int speed         = DateTime.Now.ToString("hhMMssfff").ToInt(); //种子

            for (int i = 0; i < goodsCount; i++)
            {
                //1.加入物品库 装备 道具 材料(根据物品类型 加入对应的物品表 如果是装备 要进行随机属性和随机属性值处理)
                switch (goodsType)
                {
                case GoodsType.Equip:
                    #region 装备入库
                    Role_EquipEntity equipEntity = new Role_EquipEntity();
                    equipEntity.Status  = Mmcoy.Framework.AbstractBase.EnumEntityStatus.Released;
                    equipEntity.RoleId  = roleId;
                    equipEntity.EquipId = goodsId;

                    //拿到基础装备信息
                    EquipEntity baseEntity = EquipDBModel.Instance.Get(goodsId);

                    //基础信息
                    equipEntity.BaseAttr1Type  = (byte)baseEntity.BackAttrOneType;
                    equipEntity.BaseAttr1Value = baseEntity.BackAttrOneValue;
                    equipEntity.BaseAttr2Type  = (byte)baseEntity.BackAttrTwoType;
                    equipEntity.BaseAttr2Value = baseEntity.BackAttrTwoValue;

                    //随机属性
                    //1.计算出随机属性的数量 一共是8个属性 我们随机取2-6个 也可以根据装备等级不同 随机数不同
                    int attrCount = new Random(speed).Next(2, 7);
                    speed += 100;

                    //0=HP 1=MP 2=攻击 3=防御 4=命中 5=闪避 6=暴击 7=抗性
                    int[] arr = new int[] { 0, 1, 2, 3, 4, 5, 6, 7 };

                    List <int> lst = new List <int>();
                    lst.AddRange(arr);

                    #region 随机属性
                    for (int j = 0; j < attrCount; j++)
                    {
                        //随机获取一个索引 对他进行随机值
                        //随机算法 要根据具体的项目 结合数值策划提供的算法公式来做 比如根据角色的等级 VIP等级 运气值等等来计算
                        //这里是进行最基础的随机

                        int index = new Random(speed).Next(0, lst.Count);
                        speed += 100;

                        switch (lst[index])
                        {
                        case 0:
                            equipEntity.HP = new Random(speed).Next((int)(baseEntity.HP * 0.5f), (int)(baseEntity.HP * 1.5f));
                            speed         += 100;
                            break;

                        case 1:
                            equipEntity.MP = new Random(speed).Next((int)(baseEntity.MP * 0.5f), (int)(baseEntity.MP * 1.5f));
                            speed         += 100;
                            break;

                        case 2:
                            equipEntity.Attack = new Random(speed).Next((int)(baseEntity.Attack * 0.5f), (int)(baseEntity.Attack * 1.5f));
                            speed += 100;
                            break;

                        case 3:
                            equipEntity.Res = new Random(speed).Next((int)(baseEntity.Res * 0.5f), (int)(baseEntity.Res * 1.5f));
                            speed          += 100;
                            break;

                        case 4:
                            equipEntity.Hit = new Random(speed).Next((int)(baseEntity.Hit * 0.5f), (int)(baseEntity.Hit * 1.5f));
                            speed          += 100;
                            break;

                        case 5:
                            equipEntity.Defense = new Random(speed).Next((int)(baseEntity.Defense * 0.5f), (int)(baseEntity.Defense * 1.5f));
                            speed += 100;
                            break;

                        case 6:
                            equipEntity.Dodge = new Random(speed).Next((int)(baseEntity.Dodge * 0.5f), (int)(baseEntity.Dodge * 1.5f));
                            speed            += 100;
                            break;

                        case 7:
                            equipEntity.Cri = new Random(speed).Next((int)(baseEntity.Cri * 0.5f), (int)(baseEntity.Cri * 1.5f));
                            speed          += 100;
                            break;
                        }

                        //这个索引 也就是属性用过了 就移除
                        lst.RemoveAt(index);
                    }
                    #endregion

                    equipEntity.CreateTime = DateTime.Now;
                    equipEntity.UpdateTime = DateTime.Now;

                    retValue = Role_EquipDBModel.Instance.Create(trans, equipEntity);
                    #endregion
                    break;

                case GoodsType.Item:
                    #region 道具入库
                    Role_ItemEntity itemEntity = new Role_ItemEntity();
                    itemEntity.Status     = Mmcoy.Framework.AbstractBase.EnumEntityStatus.Released;
                    itemEntity.RoleId     = roleId;
                    itemEntity.ItemId     = goodsId;
                    itemEntity.CreateTime = DateTime.Now;
                    itemEntity.UpdateTime = DateTime.Now;
                    retValue = Role_ItemDBModel.Instance.Create(trans, itemEntity);
                    #endregion
                    break;

                case GoodsType.Material:
                    #region 材料入库
                    Role_MaterialEntity materialEntity = new Role_MaterialEntity();
                    materialEntity.Status     = Mmcoy.Framework.AbstractBase.EnumEntityStatus.Released;
                    materialEntity.RoleId     = roleId;
                    materialEntity.MaterialId = goodsId;
                    materialEntity.CreateTime = DateTime.Now;
                    materialEntity.UpdateTime = DateTime.Now;
                    retValue = Role_MaterialDBModel.Instance.Create(trans, materialEntity);
                    #endregion
                    break;
                }

                if (retValue.HasError)
                {
                    return(false);
                }

                goodsServerId = retValue.OutputValues["Id"].ToInt(); //物品的服务器端编号
                goodsServerIdQueue.Enqueue(goodsServerId);

                //2.添加物品入库日志(要先从 步骤1 拿到物品的服务器端编号)
                Log_GoodsInEntity goodsInEntity = new Log_GoodsInEntity();
                goodsInEntity.Status        = Mmcoy.Framework.AbstractBase.EnumEntityStatus.Released;
                goodsInEntity.RoleId        = roleId;
                goodsInEntity.Type          = (byte)goodsInType;
                goodsInEntity.GoodsType     = (byte)goodsType;
                goodsInEntity.GoodsId       = goodsId;
                goodsInEntity.GoodsServerId = goodsServerId;
                goodsInEntity.CreateTime    = DateTime.Now;
                goodsInEntity.UpdateTime    = DateTime.Now;

                retValue = Log_GoodsInDBModel.Instance.Create(trans, goodsInEntity); //加入入库日志
                if (retValue.HasError)
                {
                    return(false);
                }
            }

            //3.加入背包(要进行物品的叠加处理)
            //(1).拿到物品基础表的叠加数量 装备是1 道具材料是20
            //(2).如果叠加数量是1 跳过此步骤 查询库中 该物品叠加数量最低的背包项 比如回血药 有两个背包项 20 5,那就按物品叠加数量正顺序排序 取出第一个5
            //(3).如果叠加数量是1 跳过此步骤 对这个背包项进行填充 5 -> 20
            //(4).进行剩余物品的处理 根据剩余物品的数量 该物品的叠加数量上限 动态创建背包项目 直到剩余物品全部添加完毕


            #region (1).拿到物品基础表的叠加数量 装备是1 道具材料是20
            int goodsOverlayCount = 1; //物品叠加数量
            switch (goodsType)
            {
            case GoodsType.Item:
                ItemEntity itemEntity = ItemDBModel.Instance.Get(goodsId);
                if (itemEntity != null)
                {
                    goodsOverlayCount = itemEntity.maxAmount;
                }
                break;

            case GoodsType.Material:
                MaterialEntity materialEntity = MaterialDBModel.Instance.Get(goodsId);
                if (materialEntity != null)
                {
                    goodsOverlayCount = materialEntity.maxAmount;
                }
                break;
            }
            #endregion

            #region (2).如果叠加数量是1 跳过此步骤 查询库中 该物品叠加数量最低的背包项 比如回血药 有两个背包项 20 5,那就按物品叠加数量正顺序排序 取出第一个5
            Role_BackpackEntity backpackEntity = null;
            if (goodsOverlayCount > 1)
            {
                MFReturnValue <List <Role_BackpackEntity> > retList = Role_BackpackDBModel.Instance.GetPageListWithTran(condition: string.Format("[RoleId]={0} AND [GoodsType]={1} AND [GoodsId]={2}", roleId, (byte)goodsType, goodsId), orderby: "[GoodsOverlayCount]", isDesc: false, pageSize: 1, pageIndex: 1, trans: trans);
                if (retList.HasError)
                {
                    return(false);
                }

                if (retList.Value != null && retList.Value.Count > 0)
                {
                    backpackEntity = retList.Value[0];
                }
            }
            #endregion

            #region (3).如果叠加数量是1 跳过此步骤 如果能查到背包项 对这个背包项进行填充 5 -> 20
            if (goodsOverlayCount > 1)
            {
                if (backpackEntity != null)
                {
                    //需要填充的数量 = 物品的叠加数量 - 当前背包项的叠加数量
                    int needCount = goodsOverlayCount - backpackEntity.GoodsOverlayCount;

                    if (needCount > 0)
                    {
                        int currOverlayCount = 0;
                        if (goodsCount > needCount)
                        {
                            //当前叠加数量 = 物品叠加数量
                            currOverlayCount = goodsOverlayCount;
                            goodsCount      -= needCount; //本次添加的物品数量减少
                        }
                        else
                        {
                            //当前叠加数量 = 原来的叠加数量 + 本次添加的物品数量
                            currOverlayCount = backpackEntity.GoodsOverlayCount + goodsCount;
                            goodsCount       = 0;
                        }

                        backpackEntity.GoodsOverlayCount = currOverlayCount;
                        Role_BackpackDBModel.Instance.Update(trans, backpackEntity);

                        changeList.Add(new Role_BackpackItemChangeEntity()
                        {
                            BackpackId    = backpackEntity.Id.Value,
                            Type          = BackpackItemChangeType.Update,
                            GoodsType     = (GoodsType)backpackEntity.GoodsType,
                            GoodsId       = backpackEntity.GoodsId,
                            GoodsCount    = backpackEntity.GoodsOverlayCount,
                            GoodsServerId = backpackEntity.GoodsServerId
                        });

                        Console.WriteLine("背包项修改了==>" + backpackEntity.Id.Value);
                    }
                }
            }
            #endregion

            #region (4).进行剩余物品的处理 根据剩余物品的数量 该物品的叠加数量上限 动态创建背包项目 直到剩余物品全部添加完毕
            while (goodsCount > 0)
            {
                int currOverlayCount = 0;
                if (goodsCount > goodsOverlayCount)
                {
                    currOverlayCount = goodsOverlayCount;
                    goodsCount      -= goodsOverlayCount;
                }
                else
                {
                    currOverlayCount = goodsCount;
                    goodsCount       = 0;
                }

                Role_BackpackEntity entity = new Role_BackpackEntity();
                entity.Status            = Mmcoy.Framework.AbstractBase.EnumEntityStatus.Released;
                entity.RoleId            = roleId;
                entity.GoodsType         = (byte)goodsType;
                entity.GoodsId           = goodsId;
                entity.GoodsOverlayCount = currOverlayCount;
                entity.GoodsServerId     = goodsServerIdQueue.Dequeue();
                entity.CreateTime        = DateTime.Now;
                entity.UpdateTime        = DateTime.Now;

                retValue = Role_BackpackDBModel.Instance.Create(trans, entity);
                if (retValue.HasError)
                {
                    return(false);
                }
                else
                {
                    entity.Id = retValue.GetOutputValue <int>("Id");
                    Console.WriteLine("背包项添加了==>" + entity.Id.Value);

                    changeList.Add(new Role_BackpackItemChangeEntity()
                    {
                        BackpackId    = entity.Id.Value,
                        Type          = BackpackItemChangeType.Add,
                        GoodsType     = (GoodsType)entity.GoodsType,
                        GoodsId       = entity.GoodsId,
                        GoodsCount    = entity.GoodsOverlayCount,
                        GoodsServerId = entity.GoodsServerId
                    });
                }
            }

            #endregion


            return(true);
        }
        catch (Exception ex)
        {
            Console.WriteLine("报错了==>" + ex.Message);
            return(false);
        }
        finally
        {
            goodsServerIdQueue.Clear();
            goodsServerIdQueue = null;

            retValue = null;
        }
    }